PUBG - PlayerUnknown's Battlegrounds

PUBG - PlayerUnknown's Battlegrounds Dev Tracker




PUBG_BATTLEGROUNDS: Pre-Show - PUBG Americas Series 4 - Grand Finals - Day 2 — streaming for 37 minutes

17 Dec

Comment

Originally posted by andoman66

Thanks for the AMA Dave! I’m on PS4 NA and can’t get enough of this game. I made the switch from mobile back when the game came to console and will never go back.

One thing I’ve seen asked by a lot of newer users who need help with console aiming/settings. Will we ever see an option for bot only rounds or training modes to help newer folks get used to gameplay before dropping in with the best and brightest of the game?

It’s probably a tired question, but a training mode even with a “bot corral” for close combat and/or long range firing would really help people learn settings, bullet drop, and leading on players running at a distance. The playerbase currently is very skilled and I’m personally happy about that, I’m moreso asking for people who are newer to the game so we can keep the playerbase growing and increase their skill level faster.

I'm with you...

Comment

Originally posted by bherman13

No he doesn't. If your monitor is bright enough to blind you IRL then you have one hell of a powerful monitor.

He means metaphorically blind so the cheater can't see the game since the screen's flashing.

Edit: I'm an idiot. Nevermind.

no, I meant robbing them of the sweet gift of sight- bad joke, sorry.

Comment

Originally posted by Kba116

Hi, Are you by any chance planning on a Game of thrones based map, you know just imagine those horse carriages or you can have it walk only. And a Wall

My platform is PC

sh*t maybe for Fantasy BR ;)

Comment

Originally posted by socal92154

  1. Will you update the Pillar Guards and Commander movement, placements, and make them a bit harder to kill?

Edit: Will you add more players in Haven? The map feels like it needs at least 50 players.

  1. Will you rework the whole movement system?

Platform: PC

I wanna see how the Pillar meta develops over the next few weeks- (note- everyone knows how to kill them, but we aren't seeing as much "pillar building camping" in game versus during development) most test server players are rather hard core, let's see how they play out in the wild.

Originally, the Pillar were on patrols, and doing stuff inside of the buildings, but in playtest it resulted in LOTS of catching them with their back's turned, and this added some complexity in balancing them properly.

Re: Player count- we've played with the min/max on those numbers through playtest- again, we want to see how the games pan out in the wild for a few weeks, and then reevaluate.

Comment

Originally posted by mellingsworth

Hi Dave,

Something has been in my mind for awhile regarding weapons. More specifically, is there any plans or thoughts on adding bayonets to some of the guns? Many of the guns in this game were war guns that would have a bayonet lug to take a blade. I worry a one shot kill my be a little over powered but a lunge doing 70% damage seems reasonable. The S1897, Mosin Negant, and K98 would have a bayonet lug.

Xbox one

I too have wondered about bayonets, or even just pistol whipping suckers. Gotta think about best key binding...

Comment

Originally posted by SafakAvdan

Do you consider to add action queue, afaik it has been a highly anticipated feature over the years( Like when i press right click to ADS, just because i was in the end animation of something that ADS doesn't work) and also do you have in mind something about the way movement feels clunky. Yeah i am in control but like i am in a dream and movement feels like buffered(idk if it's the right word)

I'm with you- we're looking at this.

Comment

Originally posted by T0N372

Can we expect bots to be removed when queue are healthy? What’s the point of having 20 bots if a game can be quickly filled by real players? PC player here.

My feeling: I would love bots to serve 2 functions:

  1. A great tool to help new users
  2. A "break in case of emergency" feature to pad out a game

My preference is the Chicken Dinner to be won against humans.

Comment

Originally posted by 1RnSghT

why weren't major streamers like chocotaco, halifax etc in the call about future of the game? wouldn't you want the top streamers comments?

My understanding is all of our partners got an invite- I love those guys. But we don't just want top content creators- we wanna hear from everyone! Pros, streamers big and small, PC players, Console players. I think Reddit is a great place to get feedback out there, Twitter as well- don't wait for us to call you, get involved and reach out!

Comment

Originally posted by BryanElite9

Not sure if this is still going but I wanted to ask, how much of the game focus is on lore? I'm a huge fan of PUBG lore and have read way too much into it so I've been wondering if lore is a big focus of the game or not considering the lore is so ridiculously deep for a BR game. Story guys doing amazing work

I know a very special creative department that is smiling ear-to-ear on this comment- be sure to check out http://lore.pubg.com/ to go deeper. What's up with those spooky Haven servers?

Comment

Originally posted by winterymint

What ideas will be made to break the downtime after the initial drop and the final circles? (PC)

It's only downtime if you don't have much to do...

Comment

Originally posted by YDDEEE

Hi,

I like the last updates with handgun support for driving and the parachute on Haven !

Do you think we are going to see ladders, zip lines or even rappel (R6 style) added to the game ?

Also I would love to see handgun support while swimming or while climbing on ladders or sliding on a zip line (like Far Cry).

(PC player)

We are 100 percent looking at traversal options- our big focus is making sure it's a feature people will actually use. Being on a ladder, or a zipline, for example, leaves you exposed- so it's important to have designs that really demand the feature, rather than just making the feature and then just kinda jamming it in the map.


16 Dec

Comment

Originally posted by EldiaForLife

Flamethrowers are traditionally a 'liquid' weapon but most games apart from Rising Storm treat them as hot air guns.

What makes the flamethrower in RS so amazing at area denial and pure power, is that the actual flame acts like a flaming liquid. So it splashes of surfaces, enemies etc. Allowing you to coat an interior from outside by simply spraying and letting the flame settle on the floor

Akin to how the pubg molotov works

Great context- TY- check how the Kill Truck's firebombs work in Haven- maybe something similar?

Comment

Originally posted by breon

Karakin has "anti-camping" features that help motivate players to keep moving (black zone, destructible walls). In contrast, Haven has features that encourage people to stay indoors (murder truck, spotlight helicopter). Will future updates/maps/modes lean more towards one way or the other? (PC/Steam)

No, we aren't biased one way or the other- rather, it's about offering a spectrum of experiences. As you say, chasing players inside, or outside, are two very different things. There is no "correct way" moving forward- just exploring ways that feel different from previous maps.

Comment

Originally posted by PajamaDad

What systems might we see implemented or changed to allow more meaningful differentiation in weapons?

-Xbox player primarily

I can't say today (so sorry!) but we literally had a meeting about that today. But yes, even with a game with such a short Time-To-Kill, we have room to give our weapons even clearer, distinct identities.

Comment

Originally posted by D4Cr0K

Hi Dave ,

First of all , thank you for this amazing game, i am playing since 2017 and it's, for me, the best action shooter BR on the market.

The "haven" map is a killer and i want to know if you've considered leaving it playable after the end of season 10 ?
Because it's very unique and i waited so long for that kind of gameplay in your game. The chopper and pillar car add so much tension to the games. I absolutely love the ideas.

My platform is PC , thank you.

I'm glad you are digging it!

The reality is this really comes down to player sentiment- Karakin, for example, started off as an event map, but had such a positive sentiment we had to keep it around for a little while longer.

If a lot of people really love Haven we will need to reevaluate our plans- but for now, consider it a limited time engagement.

Comment

Originally posted by SniperAsh6

  1. Which area (or areas) do you think need the most attention?
  2. Do you intend to make public a high-level roadmap like we saw a couple of years ago?
  3. You've met with streamers to get their perspective, will you also be doing the same with the competitive community as well?

PC - Thanks

I don't think there is one magic bullet, sadly. It's big mix of quality of life improvements, gameplay innovation, polish/performance optimization, and making a game that is interesting for the veterans, and brand new alike.

I'm pushing hard for us to release a roadmap- we've got big dreams, would love to get some dates in front of yall.

I'll meet anyone they put in front of me- I love hearing from every level of PUBG player!

Comment

Originally posted by Lkoza1

How is your work environment? I know that us gamers screaming at you guys all the time for things like "fix this" and "I can't believe" would get very tiresome. So thankyou everyone working on this game for what you have accomplished and still listening to us while doing your best to adjust so many factors to keep us playing

That's a very kind question. So to be frank, all feedback comes from a place of love- the only thing worse than being hated is being ignored. When our players are frustrated, it means they enjoy PUBG and they want it to do well- and so do we.

I'm thankful to all of our players, even the cranky ones, because we are all in this together. It's true- you can't please everyone, and it's dangerous to try- all we can do is push to make the best game possible, and hope the majority of folks follow us for the ride!

Comment

Originally posted by polomarkopolo

Hi Dave... if there was one thing/concept/notion you could get PUBG's playerbase to understand... what would it be?

Playstation

I think it would be empathy. Not for us devs, no, never for the devs lol.

But for your fellow players. This is truly a world wide game with an enormous global audience, and with such a diverse playerbase, I promise you it's really quite rare for there to be unanimous sentiment on pretty much anything. Sure- all players can recognize a bug- but for anything subjective- preferences on perspective, map size, playstyle- let's just say there is an audience for everything.

Also keep in mind, you may be playing with a hardened 3000+ hour monster, or some curious new player that picked it up based on a recommendation, and our job is to provide a challenging environment for everyone to have fun.

We want to build a game with longevity (so far so good, we're almost at our 4 year anniversary), and that means making something that is fun for noobs and veterans alike.

Comment

Originally posted by whattarush

Since we have seen such an evolution of PUBG this year; my question is can we expect any new weapons or weapon attachments that might evolve the game further (ie. Grenade launcher, flamethrower attachments)?

Thanks!

-PS Player

For sure- we are looking at new weapons, and more importantly, new categories of weapons, for 2021!

Flamethrowers never seem to "do it" for me- they always seem a little underpowered, especially in games like PUBG that feature a very short time-to-kill (TTK). Do you have a favorite flamethrower from other games?

Comment

Originally posted by lawdbarefoot

I’m a day one player who can never stay away from this game for very long, nothing else comes close to satisfaction of getting a great kill, and especially a chicken dinner.

However, I do worry about the longterm viability of keeping a healthy player base. It’s a tough game to just play casually or pick up and learn. What are you plans to both ensure player retention and pick up new players?

Thanks, I play on Xbox

This is such a great question- as you say, this is a killer game with a narrow funnel. The overall skill ceiling is so much higher today than it was just 12 months ago- it's a positively sadistic experience for brand new players to land among all of you sharks.

We have a few options.

The first- we owe new players an awesome onboarding experience. This could perhaps be a robust tutorial- something that isn't as freeform as the training range?

The second, is to widen the funnel- offer more ways for players to have fun than "be amazing at guns day one", with the hope that our experience is sticky enough to graduate them from noob to veteran.

Can new players find ways to contribute to their squad? Can they find satisfaction in the exploration and survival phase?

I think through old levers (player count, circle settings, loot settings) and new levers (new gameplay expressions) we can give our most vulnerable users more reasons to stick around...

Read more